175 lines
5.3 KiB
C++
175 lines
5.3 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2015, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "assimp_view.h"
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// note: these are no longer part of the public API, but they are
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// exported on Windows to keep AssimpView alive.
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#include "GenFaceNormalsProcess.h"
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#include "GenVertexNormalsProcess.h"
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#include "JoinVerticesProcess.h"
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#include "CalcTangentsProcess.h"
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#include "MakeVerboseFormat.h"
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namespace AssimpView {
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using namespace Assimp;
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bool g_bWasFlipped = false;
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float g_smoothAngle = 80.f;
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//-------------------------------------------------------------------------------
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// Flip all normal vectors
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//-------------------------------------------------------------------------------
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void AssetHelper::FlipNormalsInt()
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{
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// invert all normal vectors
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for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
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{
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aiMesh* pcMesh = this->pcScene->mMeshes[i];
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if (!pcMesh->mNormals)
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continue;
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for (unsigned int a = 0; a < pcMesh->mNumVertices;++a){
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pcMesh->mNormals[a] *= -1.0f;
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}
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}
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}
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//-------------------------------------------------------------------------------
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void AssetHelper::FlipNormals()
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{
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FlipNormalsInt();
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// recreate native data
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DeleteAssetData(true);
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CreateAssetData();
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g_bWasFlipped = ! g_bWasFlipped;
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}
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//-------------------------------------------------------------------------------
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// Set the normal set of the scene
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//-------------------------------------------------------------------------------
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void AssetHelper::SetNormalSet(unsigned int iSet)
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{
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// we need to build an unique set of vertices for this ...
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{
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MakeVerboseFormatProcess* pcProcess = new MakeVerboseFormatProcess();
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pcProcess->Execute(pcScene);
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delete pcProcess;
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for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
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{
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if (!apcMeshes[i]->pvOriginalNormals)
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{
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apcMeshes[i]->pvOriginalNormals = new aiVector3D[pcScene->mMeshes[i]->mNumVertices];
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memcpy( apcMeshes[i]->pvOriginalNormals,pcScene->mMeshes[i]->mNormals,
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pcScene->mMeshes[i]->mNumVertices * sizeof(aiVector3D));
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}
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delete[] pcScene->mMeshes[i]->mNormals;
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pcScene->mMeshes[i]->mNormals = NULL;
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}
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}
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// now we can start to calculate a new set of normals
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if (HARD == iSet)
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{
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GenFaceNormalsProcess* pcProcess = new GenFaceNormalsProcess();
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pcProcess->Execute(pcScene);
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FlipNormalsInt();
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delete pcProcess;
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}
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else if (SMOOTH == iSet)
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{
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GenVertexNormalsProcess* pcProcess = new GenVertexNormalsProcess();
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pcProcess->SetMaxSmoothAngle((float)AI_DEG_TO_RAD(g_smoothAngle));
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pcProcess->Execute(pcScene);
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FlipNormalsInt();
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delete pcProcess;
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}
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else if (ORIGINAL == iSet)
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{
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for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
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{
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if (apcMeshes[i]->pvOriginalNormals)
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{
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delete[] pcScene->mMeshes[i]->mNormals;
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pcScene->mMeshes[i]->mNormals = apcMeshes[i]->pvOriginalNormals;
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apcMeshes[i]->pvOriginalNormals = NULL;
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}
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}
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}
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// recalculate tangents and bitangents
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Assimp::BaseProcess* pcProcess = new CalcTangentsProcess();
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pcProcess->Execute(pcScene);
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delete pcProcess;
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// join the mesh vertices again
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pcProcess = new JoinVerticesProcess();
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pcProcess->Execute(pcScene);
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delete pcProcess;
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iNormalSet = iSet;
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if (g_bWasFlipped)
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{
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// invert all normal vectors
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for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
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{
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aiMesh* pcMesh = pcScene->mMeshes[i];
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for (unsigned int a = 0; a < pcMesh->mNumVertices;++a)
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{
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pcMesh->mNormals[a] *= -1.0f;
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}
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}
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}
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// recreate native data
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DeleteAssetData(true);
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CreateAssetData();
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return;
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}
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}; |